Showing posts with label SnW. Show all posts
Showing posts with label SnW. Show all posts

Monday, October 13, 2014

Old D&D editions and clones - Swords & Wizardry Core Edition

Back when this whole cloning D&D business started, people felt we needed to have a game like the original. We ended up at least three.

I own the Brave Halfling S&W White Box, Brave Halfling Delving Deeper, S&W Core Edition. I have also put in money for the Champions of ZED crowdfunding about which I have totally given up hope. Curiously enough Delving Deeper from BHP was also a total mess, taking forever to be shipped out. Is there a curse of OD&D clones?

I now took time out to re-read S&W Core, and it was a pleasant read. Matt Finch is repeatedly telling you where there are just some chalk lines on the pavement, and you get to decide if there should be a hole there, or something built up along those lines. It comes across very much as a tool box, and it gave me the same sense of possibilities - that really is the best word - that GURPS always gives me. While GURPS makes me start to wonder where I could plug in that little rule or procedure, S&W is more about laying down groundwork. I do like how Matt suggests things like critical hits and mentions explicitly what common house rules are.

There are some things I really didn't like, and not all of them was things I expected. I have never had any emotional investment in the great AC debate, for example. The AD&D way with negative AC always struck me as typical messy and quirky gygaxism, but nothing I felt that strongly about. Now, on the other hand, it really made me cringe! I looked at it and wondered why on earth they included that, and didn't just stay with the rules in the original three booklets.

The other thing I did find needlessly included, maybe even without being questioned, was the inclusion of so much of the magic items from Supplement I Grayhawk. After almost 40 years those magic items are anything but magical, and feel very cookie cutter. Frankly, they have been for a long time. I own a quirky volume by Rob Kuntz called El Raja Key's Arcane Treasury, and reading that I know there are more to draw from that well. Some of what's in that book really show magical qualities. Magic should be unique.

Anyway, back to S&W Core. There are lot of curious corners of this rules set, like a neat mass battles system! There are discussions about how to design dungeons, and how to reward player characters. All advice is well thought out and since it's all so sensible, and tweakable I almost at once wants to do just that. There's really nothing much in this game that reaches out and grabs you by the throught, but as a basic guideline for OD&D style gaming it's really well written, and engaging. I want to play it, and use it with my own special tweak. This one definitely stands up!

Tuesday, December 6, 2011

How to play by forum

A friend of mine started a game by post a while ago. It was an attempt to try out the principles in Matt Finch primer, using S&W and a big dungeon. I had tried games like that before, with differing results, but since I had no game and felt the urge to get some gaming done I joined in.

It has now ground to a halt, or at least found such a glacial pace that I doubt it will continue. This time I felt I should summarize some lessons learned.

1. Decide on a posting schedule - This I think is crucial. Everyone involved should know that they are expected to send something in, on schedule. I remember way back when there was such a thing as postal PBM, you had a deadline before sending in your orders. Keep it regular, and time should flow constantly in the game. The GM should move things on if no input is forthcoming.

2. Have a well known way to handle out of character chatter and logistical information - Everyone should have the ground rules down. If you leave town, or had some tense days at work, let everyone know - beforehand.

3. The GM should re-frame the scene in a clear way when collating the player input, either at every new dungeon room, or at each suitable dramatic interval. If you feel up to it, do it every time players have sent in their "orders". In that way players will see the GM rephrase their intents and it will be clear if there's a misunderstanding. It is quite annoying when you expect everyone to be present in a scene/room and suddenly realize one PC is not there.

Using those principles is key, in my experience.
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